Supporting Money Management among Adults with Down Syndrome: A Multi-Technology Probe Study

Authors
Hailey L. Johnson, Heidi Spalitta, Callie Y. Kim, Bilge Mutlu
Year
2026
Publication
Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)
DOI
10.1145/3772318.3791299

Summary

Johnson, Spalitta, Kim, and Mutlu designed three cash-based budgeting technology probes for adults with Down syndrome (AwDS) and ran a comparative usage study with seven participants aged 19-39. The work is motivated by a gap between special-education financial curricula (which remain classroom-based with generic examples) and adults' real financial lives (which often consist of caregiver-managed bank accounts and small cash allowances, with guardianship laws and Supplemental Security Income rules further constraining autonomy). Each probe implemented the same three-step cash budgeting task — counting physical bills, setting budget goals, and allocating bills to envelopes — but varied the modality: (1) a gamified iPad app with drag-and-drop alien characters representing $1, $5, $10, and $20 bills; (2) an AR tablet app using Apple CreateML and a Roboflow-trained model to detect real physical bills and eliminate arithmetic; (3) a custom tangible device with two 3D-printed enclosures containing Raspberry Pi 4B computers, dual 7-inch touchscreens, magnets, tactile buttons, LEDs, a rotary knob, and a multi-level assistance switch. Sessions combined a pre-study money-handling assessment (three difficulty levels with physical U.S. currency), the three probe tasks, the User Engagement Short-Form Questionnaire, and semi-structured interviews. Data were analyzed with qualitative content analysis and interaction analysis across six consensus sessions, producing 56 descriptive codes under 12 higher-level categories.

Key Findings

Each modality surfaced distinct tradeoffs. The gamified app attracted attention through personalization (custom avatars and usernames) and playful characters, but its alien metaphor obscured arithmetic: participants rushed through drag-and-tap interactions, struggled to map aliens to bill denominations, and rarely used the on-screen help icon. The AR app removed arithmetic load via automatic bill detection, which helped participants with less budgeting experience — but encouraged trust in the system's output and skipping of error-checking pages, with some participants scanning bills without inspecting what had been recorded. The tangible device was the most-preferred probe (four of seven participants chose it as a favorite), with magnets, buttons, and adjustable help levels supporting engagement, though dual screens introduced coordination challenges. Prior experience shaped responses: one participant with low tech and low budgeting experience moved cautiously on the gamified app; three participants with moderate tech and allowance-only budgeting rushed and skipped checks; three with broad tech use and real financial responsibility treated the probes as tests to beat, sometimes finding AR infantilizing. Error recovery rarely emerged from interface features alone — it came from five human-support moves (reassurance, guiding questions, targeted hints, demonstrations, and direct instructions) delivered by the researcher.

Relevance to Practice

For accessibility practitioners designing financial or life-skills technologies for people with intellectual and developmental disabilities, the paper delivers three concrete design implications: (1) surface budgeting as a 'stimulating multi-goal puzzle' rather than a linear sequence of steps, because AwDS can handle local numeracy tasks but struggle when choices cross-constrain each other; (2) design error recovery that explicitly connects screen state to physical cash, rather than assuming summaries or visual feedback trigger independent double-checking; (3) support interdependent use without collapsing autonomy — tools should scaffold supporter views, job-coach configurations, and user-initiated help rather than removing decisions from the AwDS. The paper also usefully contrasts gamification's attention-capture effect with the verification-skipping risk of heavy AR automation. Limitations: seven mostly White participants recruited through local community organizations, cash-only focus (no debit, bill pay, or online purchases), single-session observations that cannot speak to long-term use, and the novelty effect typical of probe studies.